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[match] add developer tachyon override
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@@ -229,6 +229,40 @@ function tachyonServerFor(env: Env, roomInstanceId: number): TachyonServer {
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return pool[roomInstanceId % pool.length] ?? NO_TACHYON_SERVER
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}
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/**
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* The Tachyon port a DEVELOPER is handed, in place of the port on the pool entry their
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* instance resolved to. Developers connect to a separate Tachyon build running beside the
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* live one on the same box, so only the PORT moves: the HOST stays whichever one
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* {@link tachyonServerFor} picked, rather than scattering developers off the pool.
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*/
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const DEVELOPER_TACHYON_PORT = '7778'
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/**
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* The id displayed for that dev server. Not `tachyon-N` — the generated ids are positional
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* names for entries in the pool ({@link tachyonPool}), and the dev build is not one of
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* them: it is a different server that happens to share a host. The id is cosmetic (the
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* client displays it and never sends it anywhere), so it only has to say which server the
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* player is on, and "dev" is that.
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*/
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const DEVELOPER_TACHYON_SERVER_ID = 'dev'
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/**
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* `server` with its port replaced by {@link DEVELOPER_TACHYON_PORT} and its id by
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* {@link DEVELOPER_TACHYON_SERVER_ID}. An empty address is left alone — the pool is unset or
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* the caller is in no instance, so there is no server to point at another port, and writing
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* a bare `:7778` would hand the client an address that answers nothing (and name a server
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* that isn't there). Splits on the LAST colon so a bracketed IPv6 host survives.
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*/
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function developerTachyonServer(server: TachyonServer): TachyonServer {
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if (server.hostPort === '') return server
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const colon = server.hostPort.lastIndexOf(':')
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const host = colon === -1 ? server.hostPort : server.hostPort.slice(0, colon)
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return {
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hostPort: `${host}:${DEVELOPER_TACHYON_PORT}`,
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serverId: DEVELOPER_TACHYON_SERVER_ID,
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}
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}
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/**
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* Networking feature flags the client reads off its connection info. Verbatim from
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* the reference server — the client changes how it replicates based on these, so they
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@@ -2872,7 +2906,9 @@ const app = new Hono<App>()
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'fields name the Tachyon server that instance was assigned — one entry out of the',
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'`TACHYON_HOST_PORT` pool, chosen by instance id so every player in a session is',
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'handed the same one, with a generated `voiceServerId` (`tachyon-1`, `tachyon-2`,',
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'…). Both are empty when the pool is unset or the caller is in no instance.',
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'…). Both are empty when the pool is unset or the caller is in no instance. A',
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'caller holding the DEVELOPER role gets that same host on port 7778, the dev',
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'Tachyon build, with a `voiceServerId` of `dev`.',
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'`experiments` carries the client’s networking flags.',
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].join(' '),
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security: AUTHED,
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@@ -2911,8 +2947,13 @@ const app = new Hono<App>()
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photonRoomId = instance?.photonRoomId ?? ''
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}
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}
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// The instance's server, the same one every other player in it is handed.
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const tachyon = tachyonServerFor(c.env, roomInstanceId)
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const account = await getAccount(c.env.DB, id)
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// The instance's server, the same one every other player in it is handed — except
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// for a DEVELOPER, who is sent to the same host on the dev port, under the id
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// `dev` rather than the pool entry's positional name.
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const assigned = tachyonServerFor(c.env, roomInstanceId)
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const tachyon =
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account?.isDeveloper === true ? developerTachyonServer(assigned) : assigned
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// Identifies the player to Photon. Signed with the shared JWT secret; the token's
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// `aud` is the realtime app it's for. Nothing verifies it while Photon is
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@@ -2920,7 +2961,7 @@ const app = new Hono<App>()
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const photonAuthToken = await generatePhotonAuthToken(
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id,
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{
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platformId: (await getAccount(c.env.DB, id))?.platformId ?? '',
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platformId: account?.platformId ?? '',
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platform: presence?.platform ?? 0,
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deviceClass: presence?.deviceClass ?? 0,
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audience: apps.photonRealtimeAppId,
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@@ -2936,7 +2977,8 @@ const app = new Hono<App>()
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photonRoomId,
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// The Tachyon server this instance runs on, picked out of the operator's
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// pool by {@link tachyonServerFor} — empty strings when the pool is empty
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// or the caller is in no instance. Empty rather than null: the client's
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// or the caller is in no instance, and on the dev port (id `dev`) for a
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// developer. Empty rather than null: the client's
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// decoder is likelier to accept a missing-value string than a null on a
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// string field. The presence payload's NULL_CONNECTION_INFO keeps its
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// nulls — that one never carries credentials.
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@@ -216,8 +216,9 @@ export const ConnectionExperiments = z.object({
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* and `photonRoomId`, the Photon room of the instance their presence says they're in
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* — the same name every other player in that instance is handed. The voice fields name
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* the Tachyon server that instance was assigned out of the `TACHYON_HOST_PORT` pool —
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* likewise the same for everyone in the session — and are empty when the pool is unset
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* or the caller is in no instance. `photonRegion` matches the one stamped
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* likewise the same for everyone in the session, except that a caller holding the
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* DEVELOPER role is sent to that host's port 7778 as `dev` — and are empty when the pool
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* is unset or the caller is in no instance. `photonRegion` matches the one stamped
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* on every room instance, so the two can't disagree.
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*/
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export const ConnectionInfo = z.object({
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@@ -229,10 +230,14 @@ export const ConnectionInfo = z.object({
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photonRoomId: z.string().describe('The caller’s current instance; empty when they’re in none'),
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voiceConnectionInfo: z
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.string()
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.describe('The instance’s Tachyon server, `host:port`; empty when none is configured'),
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.describe(
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'The instance’s Tachyon server, `host:port` (port 7778 for a developer); empty when none is configured'
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),
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voiceServerId: z
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.string()
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.describe('That server’s generated id (`tachyon-1`, …); cosmetic, empty when there is none'),
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.describe(
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'That server’s generated id (`tachyon-1`, …; `dev` for a developer); cosmetic, empty when there is none'
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),
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experiments: ConnectionExperiments,
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})
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@@ -1491,6 +1491,64 @@ describe('auth-gated endpoints', () => {
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}
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})
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test('a developer is sent to the same Tachyon host on the dev port', async () => {
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// Developers run against a Tachyon build listening on 7778 beside the live one, so
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// only the host carries over from the instance's assignment — the dev build is not an
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// entry in the pool, so it is named `dev` rather than borrowing that entry's
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// positional `tachyon-N`.
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await env.DB.prepare('INSERT OR IGNORE INTO account (data) VALUES (?1)')
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.bind(JSON.stringify({ accountId: 974, username: 'Devver', isDeveloper: true }))
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.run()
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const original = env.TACHYON_HOST_PORT
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try {
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// One entry, so the assignment can't happen to land on 7778 by itself.
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env.TACHYON_HOST_PORT = '198.51.100.12:7777'
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const voiceFor = async (player: string, roomInstanceId: number) => {
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const res = await exports.default.fetch(
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`${ORIGIN}/player/connection-info?roomInstanceId=${roomInstanceId}`,
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{ headers: await bearer(player) }
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)
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const body = (await res.json()) as {
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value: { voiceConnectionInfo: string; voiceServerId: string }
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}
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return {
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voiceConnectionInfo: body.value.voiceConnectionInfo,
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voiceServerId: body.value.voiceServerId,
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}
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}
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const instance = await createRoomInstance(env.DB, {
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ownerAccountId: 974,
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roomId: 2,
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photonRoomId: 'tachyon-instance-dev',
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maxCapacity: 12,
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})
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expect(await voiceFor('974', instance.roomInstanceId)).toEqual({
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voiceConnectionInfo: '198.51.100.12:7778',
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voiceServerId: 'dev',
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})
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// Everyone else in that instance keeps the pool entry's own port and id.
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expect(await voiceFor('975', instance.roomInstanceId)).toEqual({
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voiceConnectionInfo: '198.51.100.12:7777',
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voiceServerId: 'tachyon-1',
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})
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// In no instance there is no server to move the port of: a bare ':7778' would be
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// an address that answers nothing, named `dev`.
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const none = await exports.default.fetch(`${ORIGIN}/player/connection-info`, {
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headers: await bearer('974'),
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})
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const body = (await none.json()) as {
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value: { voiceConnectionInfo: string; voiceServerId: string }
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}
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expect(body.value.voiceConnectionInfo).toBe('')
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expect(body.value.voiceServerId).toBe('')
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} finally {
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env.TACHYON_HOST_PORT = original
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}
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})
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test('re-matchmaking into your current room returns a different instance (id must change)', async () => {
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// The client keys the room transition off a changing roomInstanceId; handing back
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// the instance the player is already in hangs their join. RecCenter (cap 12) so
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